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- using System.Diagnostics.CodeAnalysis;
- using Content.Shared.CCVar;
- using Content.Shared.GridPreloader.Prototypes;
- using Content.Shared.GridPreloader.Systems;
- using Robust.Server.GameObjects;
- using Robust.Shared.Configuration;
- using Robust.Shared.Map;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Prototypes;
- using System.Numerics;
- using Content.Server.GameTicking;
- using Content.Shared.GameTicking;
- using JetBrains.Annotations;
- using Robust.Shared.EntitySerialization.Systems;
- namespace Content.Server.GridPreloader;
- public sealed class GridPreloaderSystem : SharedGridPreloaderSystem
- {
- [Dependency] private readonly IConfigurationManager _cfg = default!;
- [Dependency] private readonly MapSystem _map = default!;
- [Dependency] private readonly MapLoaderSystem _mapLoader = default!;
- [Dependency] private readonly MetaDataSystem _meta = default!;
- [Dependency] private readonly IPrototypeManager _prototype = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- /// <summary>
- /// Whether the preloading CVar is set or not.
- /// </summary>
- public bool PreloadingEnabled;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
- SubscribeLocalEvent<PostGameMapLoad>(OnPostGameMapLoad);
- Subs.CVar(_cfg, CCVars.PreloadGrids, value => PreloadingEnabled = value, true);
- }
- private void OnRoundRestart(RoundRestartCleanupEvent ev)
- {
- var ent = GetPreloaderEntity();
- if (ent == null)
- return;
- Del(ent.Value.Owner);
- }
- private void OnPostGameMapLoad(PostGameMapLoad ev)
- {
- EnsurePreloadedGridMap();
- }
- private void EnsurePreloadedGridMap()
- {
- // Already have a preloader?
- if (GetPreloaderEntity() != null)
- return;
- if (!PreloadingEnabled)
- return;
- var mapUid = _map.CreateMap(out var mapId, false);
- var preloader = EnsureComp<GridPreloaderComponent>(mapUid);
- _meta.SetEntityName(mapUid, "GridPreloader Map");
- _map.SetPaused(mapId, true);
- var globalXOffset = 0f;
- foreach (var proto in _prototype.EnumeratePrototypes<PreloadedGridPrototype>())
- {
- for (var i = 0; i < proto.Copies; i++)
- {
- if (!_mapLoader.TryLoadGrid(mapId, proto.Path, out var grid))
- {
- Log.Error($"Failed to preload grid prototype {proto.ID}");
- continue;
- }
- var (gridUid, mapGrid) = grid.Value;
- if (!TryComp<PhysicsComponent>(gridUid, out var physics))
- continue;
- // Position Calculating
- globalXOffset += mapGrid.LocalAABB.Width / 2;
- var coords = new Vector2(-physics.LocalCenter.X + globalXOffset, -physics.LocalCenter.Y);
- _transform.SetCoordinates(gridUid, new EntityCoordinates(mapUid, coords));
- globalXOffset += (mapGrid.LocalAABB.Width / 2) + 1;
- // Add to list
- if (!preloader.PreloadedGrids.ContainsKey(proto.ID))
- preloader.PreloadedGrids[proto.ID] = new();
- preloader.PreloadedGrids[proto.ID].Add(gridUid);
- }
- }
- }
- /// <summary>
- /// Should be a singleton no matter station count, so we can assume 1
- /// (better support for singleton component in engine at some point i guess)
- /// </summary>
- /// <returns></returns>
- public Entity<GridPreloaderComponent>? GetPreloaderEntity()
- {
- var query = AllEntityQuery<GridPreloaderComponent>();
- while (query.MoveNext(out var uid, out var comp))
- {
- return (uid, comp);
- }
- return null;
- }
- /// <summary>
- /// An attempt to get a certain preloaded shuttle. If there are no more such shuttles left, returns null
- /// </summary>
- [PublicAPI]
- public bool TryGetPreloadedGrid(ProtoId<PreloadedGridPrototype> proto, [NotNullWhen(true)] out EntityUid? preloadedGrid, GridPreloaderComponent? preloader = null)
- {
- preloadedGrid = null;
- if (preloader == null)
- {
- preloader = GetPreloaderEntity();
- if (preloader == null)
- return false;
- }
- if (!preloader.PreloadedGrids.TryGetValue(proto, out var list) || list.Count <= 0)
- return false;
- preloadedGrid = list[0];
- list.RemoveAt(0);
- if (list.Count == 0)
- preloader.PreloadedGrids.Remove(proto);
- return true;
- }
- }
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